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Please Make Gunners Useful

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Byron Cavendish:
Doesn't mean they're not fine. Every ship has parts that needs repairing. Some guns produce better results with 3 ammo selections. Some do not. That is inherently a gun balance issue, not a "gunner is broken" issue.

Echoez:

--- Quote from: Cid Ferringer on October 26, 2013, 08:47:42 pm ---The discussion will never go away, so there for we should not try and solve the problem? Wait what?

--- End quote ---

You either make it so you HAVE to have gunners on a ship, or you leave it as is where a choosing between a gunner and an engineer doesn't have bladantly obvious downsides and both have their merit.

The fact that both classes work is why there is even a debate between the people that don't use them and the people that do, those that use them extensively benefit from using them, those that don't just think they just ain't on par, but how do you know? If it was absolutely everyone, fine, I would admit the gunner was useless, but seems like the devide is pretty equal, which is pretty okay, it means there can be a choice.

Kriegson:
Would be nice if we had more discussion pertaining to what you think could help gunner and alternatively why said ideas are unnecessary rather than the "Yeah they need something" "no they don't" considering it would at least be somewhat productive in generating new ideas, rather than constantly chucking the same argument back and forth.

Echoez:
What I think could help the Gunner: More weapons that have an obvious benefit from multiple ammo types.

Sounds good enough to you? Makes gunners more 'useful' without touching core mechanics of the class. Genious.

Piemanlives:
That's, actually kind of brilliant, time consuming but brilliant.

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